Warhammer Age of Sigmar: Realms of Ruin

Warhammer Age of Sigmar: Realms of Ruin

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FroBodine Nov 18, 2023 @ 9:23am
Is this game a super fast "APM" matters game, or is it slower paced for normal humans?
I love RTS games, but I suck at them. I was so happy that the new Company of Heroes 3 added tactical pause. That was a brilliant decision for folks like me who appreciate that.

Anyway, this game looks REALLY good, but I'm concerned that it's like Starcraft 2 where you have to know every hotkey like the back of your hand, and your APM needs to be in the hundreds.

Is this that type of super fast-paced game, or is it a slower RTS where us mere mortals (read old folks) can have a chance to enjoy it, too?

Thank you in advance for any insight.
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Showing 1-4 of 4 comments
Cpt Obvious Nov 18, 2023 @ 9:32am 
I think the purpose of units combat "locking" on to eachother was to make it more accessible.
The Big Noz Nov 18, 2023 @ 9:34am 
I foud the game hard. i played DOW2 and DOW3 but here unit are slow, taking point is slow, the rate od decrease of the balance point is too fast and micro managment is more important. So i began the campain in the higher difficulty lvl but at mission 5 i'll come back to the easiest. You must always scroll between your base and you army. Conquest mode is the same....for me it's hard and i don't know if it's me or the game....
Many-Named Nov 18, 2023 @ 9:36am 
it's easier than a base building rts for sure, no economy to baby sit
Stray Nov 18, 2023 @ 12:53pm 
The game can be more micro intense depending on faction, because most units have abilities that you can use or unlock abilities that greatly determine a fight at the cost of resources so you have to be ready switch to different units to use their abilities when needed.

Assault Units don't naturally use their charge like in Dawn of War games because their's Crowd Control linked to it and resources, but it's pretty much necessary as it will allow your assault units to get in a bit quicker and stun a unit which will in turn reduce damage they take.

Originally posted by Cpt Obvious:
I think the purpose of units combat "locking" on to eachother was to make it more accessible.

It was so that Melee units can tie up other units which is a thing in Warhammer Table top where units caught in melee either have to break out and take damage or lose units, which was hard to Balance in Dawn of War games.

DOW 1 Melee just chased you across the map and it was better for units like Commanders to just stay in Ranged Stance, DOW 2 Each Melee Unit had CC or A Way to Unlock it which greatly turned battles and forced retreats but some melee units were insanely strong (Bloodletters and Bloodcrusher), and DOW3 all Melee units slowed once they got in, but some also had CC or broken upgrades that made them insanely powerful, and Battlesector you were forced to do an action to force your units to break out but most of the time they took major damage or an action that let's you break out without taking damage but won't be able to act again during that turn.

I personally wish if a Unit is already tied up, your other melee units didn't get stuck or tied up by the already engaged unit when trying to just get past them with space
Last edited by Stray; Nov 18, 2023 @ 12:56pm
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Date Posted: Nov 18, 2023 @ 9:23am
Posts: 4